import {
  document,
	window,
	HTMLCanvasElement,
	requestAnimationFrame,
	cancelAnimationFrame,
core,
	Event,
  Event0
} from "dhtml-weixin"
import * as THREE from './three/Three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { OrbitControls0 } from 'three/addons/controls/OrbitControls0.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';

const vertexshader = `

  varying vec2 vUv;

  void main() {

    vUv = uv;

    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

  }
`
const fragmentshader = `

  uniform sampler2D baseTexture;
  uniform sampler2D bloomTexture;

  varying vec2 vUv;

  void main() {

    gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );

  }

`
var requestId
Page({
  onShareAppMessage(){
    return getApp().onShare()
  },
  onShareTimeline(){
     return {title:"ThreeX 2.0"}
  },
	onUnload() {
		cancelAnimationFrame(requestId, this.canvas)
		this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
	},
  webgl_touch(e){
		const web_e = (window.platform=="devtools"?Event:Event0).fix(e)
		this.canvas.dispatchEvent(web_e)
  },
  onLoad() {
		document.createElementAsync("canvas", "webgl2").then(canvas => {
      this.canvas = canvas
      this.body_load(canvas).then()
    })
  },
  async body_load(canvas3d) {	
  const BLOOM_SCENE = 1;

  const bloomLayer = new THREE.Layers();
  bloomLayer.set( BLOOM_SCENE );

  const params = {
    threshold: 0,
    strength: 1,
    radius: 0.5,
    exposure: 1
  };

  const darkMaterial = new THREE.MeshBasicMaterial( { color: 'black' } );
  const materials = {};

  const renderer = new THREE.WebGLRenderer( { antialias: true } );
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );
  renderer.toneMapping = THREE.ReinhardToneMapping;
  document.body.appendChild( renderer.domElement );

  const scene = new THREE.Scene();

  const camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 200 );
  camera.position.set( 0, 0, 20 );
  camera.lookAt( 0, 0, 0 );

  const controls = new (window.platform=="devtools"?OrbitControls:OrbitControls0)( camera, renderer.domElement );
  controls.maxPolarAngle = Math.PI * 0.5;
  controls.minDistance = 1;
  controls.maxDistance = 100;
  controls.addEventListener( 'change', render );

  const renderScene = new RenderPass( scene, camera );

  const bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
  bloomPass.threshold = params.threshold;
  bloomPass.strength = params.strength;
  bloomPass.radius = params.radius;

  const bloomComposer = new EffectComposer( renderer );
  bloomComposer.renderToScreen = false;
  bloomComposer.addPass( renderScene );
  bloomComposer.addPass( bloomPass );

  const mixPass = new ShaderPass(
    new THREE.ShaderMaterial( {
      uniforms: {
        baseTexture: { value: null },
        bloomTexture: { value: bloomComposer.renderTarget2.texture }
      },
      vertexShader:vertexshader,
      fragmentShader:fragmentshader,
      defines: {}
    } ), 'baseTexture'
  );
  mixPass.needsSwap = true;

  const outputPass = new OutputPass();

  const finalComposer = new EffectComposer( renderer );
  finalComposer.addPass( renderScene );
  finalComposer.addPass( mixPass );
  finalComposer.addPass( outputPass );

  const raycaster = new THREE.Raycaster();

  const mouse = new THREE.Vector2();

  window.addEventListener( 'pointerdown', onPointerDown );

  const gui = new GUI();

  const bloomFolder = gui.addFolder( 'bloom' );

  bloomFolder.add( params, 'threshold', 0.0, 1.0 ).onChange( function ( value ) {

    bloomPass.threshold = Number( value );
    render();

  } );

  bloomFolder.add( params, 'strength', 0.0, 3 ).onChange( function ( value ) {

    bloomPass.strength = Number( value );
    render();

  } );

  bloomFolder.add( params, 'radius', 0.0, 1.0 ).step( 0.01 ).onChange( function ( value ) {

    bloomPass.radius = Number( value );
    render();

  } );

  const toneMappingFolder = gui.addFolder( 'tone mapping' );

  toneMappingFolder.add( params, 'exposure', 0.1, 2 ).onChange( function ( value ) {

    renderer.toneMappingExposure = Math.pow( value, 4.0 );
    render();

  } );

  setupScene();

  function onPointerDown( event ) {

    mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
    mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

    raycaster.setFromCamera( mouse, camera );
    const intersects = raycaster.intersectObjects( scene.children, false );
    if ( intersects.length > 0 ) {

      const object = intersects[ 0 ].object;
      object.layers.toggle( BLOOM_SCENE );
      render();

    }

  }

  window.onresize = function () {

    const width = window.innerWidth;
    const height = window.innerHeight;

    camera.aspect = width / height;
    camera.updateProjectionMatrix();

    renderer.setSize( width, height );

    bloomComposer.setSize( width, height );
    finalComposer.setSize( width, height );

    render();

  };

  function setupScene() {

    scene.traverse( disposeMaterial );
    scene.children.length = 0;

    const geometry = new THREE.IcosahedronGeometry( 1, 15 );

    for ( let i = 0; i < 50; i ++ ) {

      const color = new THREE.Color();
      color.setHSL( Math.random(), 0.7, Math.random() * 0.2 + 0.05 );

      const material = new THREE.MeshBasicMaterial( { color: color } );
      const sphere = new THREE.Mesh( geometry, material );
      sphere.position.x = Math.random() * 10 - 5;
      sphere.position.y = Math.random() * 10 - 5;
      sphere.position.z = Math.random() * 10 - 5;
      sphere.position.normalize().multiplyScalar( Math.random() * 4.0 + 2.0 );
      sphere.scale.setScalar( Math.random() * Math.random() + 0.5 );
      scene.add( sphere );

      if ( Math.random() < 0.25 ) sphere.layers.enable( BLOOM_SCENE );

    }

    render();

  }

  function disposeMaterial( obj ) {

    if ( obj.material ) {

      obj.material.dispose();

    }

  }

  function render() {

    scene.traverse( darkenNonBloomed );
    bloomComposer.render();
    scene.traverse( restoreMaterial );

    // render the entire scene, then render bloom scene on top
    finalComposer.render();

  }

  function darkenNonBloomed( obj ) {

    if ( obj.isMesh && bloomLayer.test( obj.layers ) === false ) {

      materials[ obj.uuid ] = obj.material;
      obj.material = darkMaterial;

    }

  }

  function restoreMaterial( obj ) {

    if ( materials[ obj.uuid ] ) {

      obj.material = materials[ obj.uuid ];
      delete materials[ obj.uuid ];

    }

  }
  }
})